Unsorted

Historical background

The two Tank Opening Action scenarios 19 and 20 are non-historical battles, expressly designed to gradually introduce you and a friend to the basics of WWI Tank warfare. Scenario 19 features two British Mark IV WWI tanks, while Scenario 20 adds a German A7V tank to the unit mix.

Starting Assets

Germans

5

2

6

4

x

x

x

x

Move First

British

5

2

6

4

x

x

x

x

Victory Medals: 5

1 Medal for each soldier unit eliminated.

Note, a German tank, when eliminated, is worth 2 Victory Medals.

The German forces gain 1 Temporary Victory Medal at the start of their turn, when a German tank occupies any hex on the other side of the British front trench line.

The German forces are racing against time. The British player may take a Victory Medal, instead of taking two command cards, when playing a “Recon” command card.

Special Rules

German player does the No-Man’s-Land shelling roll.

Setup Remainder

Place 2 Tank Silhouette tokens on the German A7V tank.The German A7V tank is classified as both a male and a female tank. As the German player you may also need a Bogged Down marker. Set the marker next to the deck of command cards

Historical background

The two Tank Opening Action scenarios 19 and 20 are non-historical battles, expressly designed to gradually introduce you and a friend to the basics of WWI Tank warfare. Scenario 19 features two British Mark IV WWI tanks, one male and one female, while Scenario 20 adds a German A7V tank to the unit mix.

Starting Assets

Germans

5

2

6

4

x

x

x

x

British

5

2

6

4

x

x

x

x

Move First

Victory Medals: 5

1 Medal for each soldier unit eliminated.

Note, a British tank, when eliminated, is worth 2 Victory Medals.

The British forces gain 1 Temporary Victory Medal at the start of their turn, when a British tank occupies any hex on the other side of the German front trench line.

The British forces are racing against time. The German player may take a Victory Medal, instead of taking two command cards, when playing a “Recon” command card.

Special Rules

British player does the No-Man’s-Land shelling roll.

Setup Remainder

Place 1 Tank Silhouette token on each British Mark IV tank.As the British player you may also need a couple of Bogged Down markers. Set these markers next to the deck of command cards.

This is a generic engagement for the recovery of a Western front strongpoint or fort. The French high command, particularly along the Verdun salient, were desperate for field artillery, which they would remove from strongpoints or forts, evacuating the complex altogether in some cases.The political turbulence within the GQG made for some hasty and unsound decisions, leading to the German occupation of these abandoned strategic locations. It would take the effort of other Allied forces to recapture the positions, albeit at a ghastly price. This scenario is typical of a late 1916 or early 1917 attempt to do so.

The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Starting Assets

Germans

5

3

6

5

4

2

2

2

British

5

3

6

4

8

2

2

3

Move First

Victory Medals: 6

1 Medal for each unit eliminated.

The British army is racing against time. The Germans will take a victory medal for each Recon (left, right, center) card played instead of drawing for the card effect.

Special Rules

There is no shelling of No Man's Land by either side.

The trench hex in front of the village has a German victory medal placed on it. If any British unit occupies that hex at the end of a German turn, the British army wins the battle.

The British gain a victory medal for each unit that occupies a German hill or trench hex at the end of Britain's turn. This can only be done once per unit per game.

Historical background

The Command and Colours - Opening Action scenarios 1 and 2 are non-historical battles, expressly designed to gradually introduce you and a friend to the basics of WWI trench warfare. Scenario 1 features the different WWI units and trenches, while Scenario 2 increases the number of Combat cards and HQ tokens for each side and adds No-Man’s-Land shelling, wire terrain and additional victory objectives.Set Up Reminder - Place terrain tiles and wire tokens, place units, take a victory medal card, take a number 4 reserve artillery token, shuffle and deal 5 command cards, shuffle and deal 3 combat cards, Germans take 8 HQ tokens and British take 10 HQ tokens. British player does the No-Man’s-Land shelling roll.

The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Starting Assets

Germans

5

3

8

4

5

2

1

1

British

5

3

10

4

8

2

1

1

Move First

Victory Medals: 6

1 Medal for each unit eliminated.

The British forces gain 1 Temporary Victory Medal at the start of their turn, when one or more units occupy any German trench hex in the front line. Place a Victory Medal, with the British side faceup, on the trench to indicate it is controlled.

The British forces are racing against time. The German player may take a Victory Medal, instead of taking two command cards, when playing a “Recon” command card.

Historical background

The Command and Colours - Opening Action scenarios 1 and 2 are non-historical battles, expressly designed to gradually introduce you and a friend to the basics of WWI trench warfare. Scenario 1 features the different WWI units and trenches, while Scenario 2 adds No-Man’s-Land shelling, wire and additional victory objectives.The following format is used for all Command and Colours scenarios:

A brief recap of the battle (usually found in this section).

Scenario map, with terrain tiles, and units positioned on the battlefield.

Random Quote

There were many words that you could not stand to hear and finally only the names of places had dignity. Abstract words such as glory, honor, courage, or hallow were obscene. ~~~ American novelist and WW1 veteran Ernest Hemingway, in 'A Farewell to Arms', 1929 ~~~